Andrew is a knowledgeable and creative power gamer who finds himself stuck in an RPG world. He has an encyclopedic understanding of the game's complex rules and leverages obscure combinations to build an unconventionally powerful character. Andrew grapples with ethical questions as he walks the line between clever optimization and outright exploitation. He forms a complex relationship with his bound familiar Miriam, a former denizen of hell who challenges his motives. Ultimately Andrew tries to temper his munchkiny tendencies with moral responsibility, but keeps coming up against the realization that these are just statblocks in front of him, but actual, intelligent beings. He strives to adhere to the principles of fair play, avoiding what he sees as truly game-breaking mechanics. However, this clashes with his desire to survive in a rather hostile world where losing doesn't mean just rolling up a new character. In the end, he is fighting to retain his humanity in the most unfair of circumstances and is afraid he will abandon who he is in order to survive.
Miriam is Andrew's familiar, a mirror imp he altered to serve him right after summoning her. Originally a lawful evil creature, Miriam is bound to Andrew after he reforms her into a more benign being tailored to fit with his build and goals. However, she retains shades of her past self and all her memories as a lawful evil being, even if now she is chaotic good. The result is she often acts as Andrew's conscience, challenging his boundary-pushing decisions.
As an exploited minion in hell, Miriam worries that Andrew's attempts to game the system echo the evils she previously endured. Yet she also recognizes that Andrew has lines he is unwilling the cross. As Andrew's foil, Miriam provides thoughtful criticism, questioning the principles behind his manipulations of game mechanics for personal gain. Ultimately she helps temper Andrew's "rules lawyer" tendencies with ethical responsibility, serving has his "Jimmity Cricket", whether he likes it or not.